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== MEGA MAN: MAVERICK HUNTER X GUIDE
====================================
Written by Tim
Guide last updated on 03/27/05
:: timb0882@gmail.com
:: http://megaman.retrofaction.com
------------------------------------
==================
// INTRODUCTION //
==================
Welcome to Mega Man Network's official walkthrough/guide for MEGA MAN: MAVERICK
HUNTER X, the first installment in what may become a series of remakes for the
first few games in the Mega Man X series. Use the index below as a reference
guide or your browser's Find command to navigate the sections, and check out
http://megaman.retrofaction.com/mmx/guides/ to find guides for all of the other
games in the Mega Man X series.
LATEST UPDATES (will be deleted when guide is complete)
=======================================================
Version 1.5 (03/27/05): Came back to this guide after starting the initial pro-
gress on Powered Up. Finished adding all item locations,
and turned back to finishing the walkthroughs.
Version 1.2 (02/08/06): Finished Vile's boss strategies, including the very
detailed final boss, and added some new information from
people who have contributed to the guide.
Version 1.1 (02/05/06): Updated Hadoken AGAIN, finished Final Sigma strategy,
and updated weapons list for Vile with US names. Also
added a few bits here and there to Vile's strategy, and
made all appropriate US name changes to the guide.
Version 1.0 (02/02/06): Game released in US. Finished all boss strategies, up-
dated yet again on the Hadoken, and only have the rest
of the stage walkthroughs left to flesh out.
Version 0.7 (12/31/05): Added new "Mode Explanation" section to start, updated
info on Hadoken unlockable, and fleshed out the stage
walkthroughs a bit more. Reorganized the recommended
order section as well, and added the last item for Vile
to the walkthrough.
Version 0.6 (12/28/05): Completed item locations in stage walkthroughs for X,
have all of Vile's items except for his last Sub Tank,
and finished some more walkthrough content. Added list
of updates as well (natch).
Version 0.5 (12/27/05): Completed reorganization of guide, and added placehold-
ers for all sections, so it'll be easier to add content
into guide.
Version 0.4 (12/25/05): Finished Vile's Normal Mode game, began writing walk-
through content for him as well.
Version 0.2 (12/23/05): Finished X's Normal Mode game, began item locations,
and did Secrets & Tips information.
Version 0.1 (12/22/05): Received game and began skeleton guide structure, incl.
Table of Contents.
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====================
// SECTION INDEX //
====================
1. Introductory Notes
2. Version Differences
3. Mode Explanation
4. Using X and Vile
5. Recommended Stage Order
6. Power-Up Uses & Locations
7. X and Vile's Armaments
8. Central Highway Stage
9. Prototype Weapons Plant
10. Abandoned Missile Base
11. Electromagnetic Power Plant
12. Energy Mine Ruins
13. Subterranean Base
14. Fortress Tower
15. Recon Base Ruins
16. New-Type Airport
17. Sigma's Palace 1
18. Sigma's Palace 2
19. Sigma's Palace 3
20. Sigma's Palace 4
21. Bonus Content
22. Secrets & Tips
23. Credits
24. Legal Info
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=========================
== 1. INTRODUCTORY NOTES:
=========================
Mega Man: Maverick Hunter X is a game "based on" the original Mega Man X for the
Super NES, which was released back in 1993. The "based on" part is fairly im-
portant, that is to say that this is not simply a straight-up port or remake.
Many elements are quite different from the original title aside from simply
graphical upgrades or stuff like that. The anime cutscenes and special "Day of
Sigma" short go into detail on stuff that we as fans haven't ever gotten the
chance to see before. Vile as an unlockable, playable character is almost a
dream come true for many fans (though I foresee some clamoring for a Mega Man
Vile after this - a series that, like Legends, would be destined for very few
titles :P).
With that out of the way, this is not a simple rehash of the Mega Man X guide.
In fact, there's enough stuff different throughout both playthroughs - both X's
and Vile's - that necessitates a completely new walkthrough. Vile's game mode
is mostly the same as X's in terms of stage layout (almost every stage has a few
things that are completely different), but enemies and sometimes even bosses
(such as in Sigma's Palace) are changed up a bit. Due to this, every stage will
have two walkthroughs for each stage - the first if you're playing as X, and the
second if you're playing as Vile. Stages themselves are no different if playing
in Hard Mode (explained below), but you take more damage, and enemies/bosses
are harder to kill. Additionally, all bosses have extra abilities in their
repertoires that they bring out only in Hard Mode. These will be explained in
each stage's boss strategy.
Read below for more detailed information on the nuts and bolts of how this game
compares to its original predecessor.
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== 2. VERSION DIFFERENCES:
==========================
By the very nature of the game, there are tons of differences between this PSP
version and its original SNES counterpart, namely graphics and other gameplay
features. But I'll use this space to go over the more notable ones that directly
affect you as the player.
- The game no longer has passwords; instead, it uses a save file on your Memory
Stick Duo. The only sad thing is there's no remixed Password theme to accom-
pany the "Data Select" screen.
- The Escape Unit in the game (In-stage Options Screen - first option) works
regardless of whether or not you've cleared a stage, so you can use this to
gain items early, like Heart Tanks, armor for X, Sub Tanks, etc. without
having to kill off all your extra lives or beat the stage boss (!).
- Light Capsules have different locations from the SNES version. Well, not
really. They're mostly located in the same spots, but Capcom has thrown us for
a bit of a loop by just alternating which capsules are in which stages. Add-
itionally, while Heart Tank and Sub Tank locations remain the same for X's
playthrough, they are radically different for Vile's. The walkthrough will go
over these locations in more detail.
- Anime (FMV) and still cutscenes replace a few segments in the game. X and Vile
(yes, the clone that escaped from Star Wars gets a chance to strut his stuff)
have their own openings/endings, every boss encounter has its own dialogue
sequence (complete with beautifully-rendered artwork of the characters in
various poses of action or emotion), there are other story-driven cutscenes,
and of course, the huge 25-minute anime sequence - "Day of Sigma" - becomes
available once you complete X's game in either Normal or Hard Mode. You can
access this from the main menu under the "MOVIE" option.
- The game features three gameplay modes: X Mode, Vile Mode, and Free Play Mode.
In addition, X and Vile each have their own Hard Mode version of the game.
Initially, you can only play as X, and Vile is unlocked after beating the
game. New Game + is available if you continue and play using your "Game Clear"
save data. Each character's Hard Mode is akin to the Mega Man Zero games,
where you're rewarded for undergoing excruciating pain and suffering (although
X's Hard Mode is mostly on-par with the SNES version). In Vile Mode, you get
a different story, and quite a few different weapons. In fact, Vile easily has
five times the arsenal of X!
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== 3. MODE EXPLANATION:
=======================
As explained above, there are three different modes of play within Mega Man:
Maverick Hunter X. Below, you'll find detailed descriptions of what to expect
in each mode.
NORMAL MODE
===========
For X, this is sort of Mega Man X Lite, as it's the same layout and style as
the SNES game (except for all notable exceptions as described in the walk-
through segments), but it's a bit easier than the SNES game was. Enemies seem
to take less damage than they would, although there is no notable difference
in how enemies are placed throughout the stages. Vile, though, has a tougher
time mostly because his game is harder than X's anyway.
HARD MODE
=========
X's game is a tad tougher than the SNES version, except for some bosses like
Bospider and Sigma. Enemies take more damage, but on the whole, it feels more
like the SNES game than X's Normal Mode does. Like Normal, this is available
from the start of the game, although only for X. If playing as Vile, though,
prepare for some measure of pain. For an intro stage boss, X can be notorious-
ly difficult, and it only gets harder as you go on. If you're really looking
for some challenge out of this game, play Vile's Hard Mode.
FREE PLAY MODE
==============
Recent X games have had some sort of benefit to beating the game and then
continuing a new game using your cleared save file, and Maverick Hunter X is
no different. Continuing as either character starts you off at the stage
select with every stage available to you (including the Sigma Palace levels),
with all items. Vile's little "perk" in this mode is that he's no longer re-
stricted by a maximum point level for his weapons - you'll notice that your
max number is now the infinity symbol, so you can equip all three of the
highest-power weapons for some real fun. Additionally, bosses never "die" in
this mode, that is, you can clear a stage and defeat the boss, but they'll
never be darkened out, so you can re-fight them over and over again.
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== 4. USING X AND VILE:
=======================
Like Mega Man & Bass, Zero and Axl, or any other combination of multiple char-
acters, X and Vile have their differences that makes their individual games
unique. Read below for explanations on using the two characters.
USING X
=======
If you've played any Mega Man or Mega Man X game, you'll be familiar with the
way X handles. He can run, dash (when he has his upgrade for it), jump, and
shoot. His X-Buster has three levels of charge power, and he can gain a
fourth when he gets one of the two Buster enhancements. He utilizes the
Variable Weapons System, which allows him to copy weapon data from defeated
Mavericks and adapt it for use with his own Buster. To be totally blunt, X
is about as basic as they come.
BASIC CONTROLS
==============
Directional Buttons/Analog Stick: Move X
Start Button: Pause
Select Button: Access Options Menu
L/R Buttons: Cycle through Weapons
Square Button: Attack (hold to Charge)
X Button: Jump (hold + Circle to dash jump)
Circle Button: Dash (after equipping Foot Parts)
Triangle Button: Fire X-Buster while special weapon is equipped.
USING VILE
==========
It's always the secondary character that's different, of course. Zero has a
Z-Saber that changes up his combat abilities, and Axl has twin pistols. Like-
wise, Vile has three types of weapon systems: his Arm, his Leg, and his
Shoulder. Each weapon system can equip different parts gained by defeating
the Mavericks, or combinations of the Mavericks (see Section 7 for more info
on Vile's armaments). His Arm uses gun-based weapons, his leg uses grenade-
based weapons, and his shoulder fires cannon or laser-based weapons. For the
most part, Vile controls the same as X, although he can't dash. When selecting
bosses, you go to a weapon select screen, where you can equip Vile's various
weapons based on the amount of weapon energy you have available - see Section
7 for more info.
BASIC CONTROLS
==============
Directional Buttons/Analog Stick: Move Vile
Start Button: Pause
Select Button: Access Options Menu
L/R Buttons: No function
Square Button: Attack with Arm weapon
X Button: Jump
Circle Button: Attack with Leg weapon
Triangle Button: Attack with Shoulder weapon (hold D-Pad to aim)
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== 4. RECOMMENDED STAGE ORDER:
==============================
Even though X and Vile have different weapons, the stage order remains essen-
tially the same for both characters. It's altered a bit from the original game,
mostly due to the capsule order being changed. Vile's game is easier if you
start with Penguin, since you gain an armor upgrade from him. Refer to the two
lists below for recommended orders for each character.
PLAYING AS X
============
BOSS NAME USE WEAPON ACQUIRED
========= === ===============
Flame Mammoth --------- X-Buster/S. Tornado -------- Fire Wave
Chill Penguin --------- Fire Wave ------------------ Shotgun Ice
Spark Mandrill -------- Shotgun Ice ---------------- Electric Spark
Armored Armadillo ----- Electric Spark ------------- Rolling Shield
Launch Octopus -------- Rolling Shield ------------- Homing Torpedo
Boomerang Kuwanger ---- Homing Torpedo ------------- Boomerang Cutter
Sting Chameleon ------- Boomerang Cutter ----------- Chameleon Sting
Storm Eagle ----------- Chameleon Sting ------------ Storm Tornado
PLAYING AS VILE
===============
BOSS NAME USE WEAPON ACQUIRED
========= === ===============
Chill Penguin --------- Bumpity Boom/W. H. Kick ---- N/A; refer to Section 7
Storm Eagle ----------- Nervous Ghost -------------- N/A; refer to Section 7
Flame Mammoth --------- Splash Hit -------------- N/A; refer to Section 7
Spark Mandrill -------- Distance Needler ----------- N/A; refer to Section 7
Armored Armadillo ----- Go-Getter Right ------------ N/A; refer to Section 7
Launch Octopus -------- Zip Zapper ----------------- N/A; refer to Section 7
Boomerang Kuwanger ---- Banzai Beetle -------------- N/A; refer to Section 7
Sting Chameleon ------- Marooned Tomahawk ---------- N/A; refer to Section 7
It should also be noted that I included a varied list of weapons to use, based
mostly on how easy it was to use said weapon against a given boss. Some I gave
Leg types for because the bosses are more stationary than most. In the grand
scheme of things, Vile gets so many weapons that it's really up to you.
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== 5. POWER-UP USES & LOCATIONS:
================================
As I stated in the notes and version differences, all the items except for the
Light Capsules are in the same locations as in MMX1 (for X's game). Vile's
game features different locations for the Heart and Sub Tanks, so for ease,
I'll separate them into two subsections - one for X, and one for Vile.
X'S ITEMS
=========
Foot Parts - Allows X to dash - Found in Flame Mammoth's stage.
Head Parts - Headbutt some ceilings - Found in Chill Penguin's stage.
Arm Parts 1 - More powerful X-Buster - Found in Sting Chameleon's stage.
Arm Parts 2 - Secondary X-Buster upgrade - Given by Zero*
Body Parts - Upgraded defense - Found in Storm Eagle's stage.
Heart Tanks - More life added to meter - One per stage.
Sub Tanks - Life energy reserve - Found in the stages of:
- Storm Eagle
- Flame Mammoth
- Spark Mandrill
- Armored Armadillo
* See Section 22 for info on X's second Buster upgrade (yes, it is a bit diff-
erent from the Light Capsule one).
VILE'S ITEMS
============
Heart Tanks - More life added to meter - One per stage.
Sub Tanks - Life energy reserve - Found in the stages of:
- Storm Eagle
- Launch Octopus
- Boomer Kuwanger
- Sting Chameleon
NOTE: Vile earns weapons by defeating bosses, but does not otherwise gain any
kind of armor upgrades or extra abilities. This in of itself makes Vile's game
a bit more strategy-based.
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== 6. X & VILE'S ARMAMENTS:
===========================
Read below for detailed dossiers on each of the weapons X and Vile will acquire
throughout their respective quests.
X'S WEAPONS
===========
Playing as X is standard fare. You get one weapon from each Maverick you beat,
then you use that weapon on the next foe in line, and so on until you defeat
the entire loop. X's weapons can be charged if you have the X-Buster upgrade,
but charged shots use more weapon energy. The numbers in parentheses indicate
the amount of weapon energy used - the first number is a regular shot, and
the second is the charged shot.
• FIRE WAVE (02 units/04 units - Defeat Flame Mammoth)
This weapon shoots out a stream of flame from the X-Buster. When charged up,
it sends a wave of fire racing along the floor.
• SHOTGUN ICE (02 units/04 units - Defeat Chill Penguin)
This weapon fires a short burst of ice that will ricochet off the walls and
split into three shots. It also leaves a trail of ice behind it that can
freeze objects. When charged, a penguin-shaped block of ice forms that X
can ride on.
• ELECTRIC SPARK (02 units/04 units - Defeat Spark Mandrill)
This weapon can rapid-fire bursts of electricity. When charged, X fires out
two large shockwaves of electricity out to either side.
• ROLLING SHIELD (02 units/04 units - Defeat Armored Armadillo)
This weapon fires off a small shield of energy that rolls along the ground,
and bounces off walls once. When charged, X is surrounded by a sphere of
energy that can absorb some attacks. X can also switch weapons while the
shield is active.
• HOMING TORPEDO (02 units/04 units - Defeat Launch Octopus)
This weapon fires up to three small torpedoes that home in on the target
they're fired at. They can split up on multiple targets if there are more
enemies. When charged, X fires a torpedo spread of five that collectively
attack one enemy or a group of enemies.
• BOOMERANG CUTTER (02 units/04 units - Defeat Boomer Kuwanger)
This weapon launches up to three scissor-shaped cutting weapons that fly
out and then boomerang back to X. When charged, energy rings spiral out
from X's body, striking everything in the four cardinal directions.
• CHAMELEON STING (02 units/04 units - Defeat Sting Chameleon)
This weapon fires a three-pronged laser beam that has impressive reach. When
charged, X is rendered invincible for a brief period of time.
• STORM TORNADO (02 units/04 units - Defeat Storm Eagle)
This weapon fires off a powerful tunnel of wind that can cut through almost
any kind of structure and pass through walls. When charged, X creates a
vertical wind tunnel that sucks enemies in the near vicinity into it.
VILE'S WEAPONS
==============
Vile is another story. He has so many weapons that it's almost an insult to
him that he gets beaten by X (for story purposes, of course). Vile's weapons
are classed by body part - he has weapons for his arms, his legs, and his
shoulder-mounted cannon. Vile operates on a system sort of like Regular Memory
in the Battle Network games in that you can equip weapons only if you have
the capacity to use it. Your weapon meter increases in size with each boss
you defeat, but you can only equip weapons if you have the expansion slots
needed to equip it. For instance, you can't use a weapon that uses 16 units of
energy if your meter is only 12 units in length.
ARM WEAPONS: VULCAN TYPE
========================
• CHERRY BLAST (COST: 02 | DEFEAT: N/A; Initial Equipment)
With a range of approximately 25 feet, this vulcan is easy to use.
• ZIP ZAPPER (COST: 08 | DEFEAT: Armored Armadillo)
Though boasting extreme accuracy, this vulcan lacks extensive range.
• BUCKSHOT DANCE (COST: 12 | DEFEAT: Sting Chameleon)
VThe scattering power of this vulcan results in less than perfect aiming.
• DISTANCE NEEDLER (COST: 06 | DEFEAT: Chill Penguin)
This vulcan has good range and speed, but cannot fire rapidly.
• TRIPLE 7 (COST: 16 | DEFEAT: Flame Mammoth)
Boasting both power and spread, this vulcan consumes much power.
ARM WEAPONS: MISSILE TYPE
=========================
• HUMERUS CRASH (COST: 04 | DEFEAT: Launch Octopus)
Missiles offer more power than vulcans, but consume more energy.
• POPCORN DEMON (COST: 06 | DEFEAT: Launch Octopus, Sting Chameleon)
This missile splits into 3 units and can cause great damage.
• BANZAI BEETLE (COST: 06 | DEFEAT: Launch Octopus, Storm Eagle)
A set of wings allows this missile to glide, contacting many enemies.
• LOST LAMB (COST: 06 | DEFEAT: Launch Octopus, Boomerang Kuwanger)
This missile travels at an odd angle but can be very useful.
• SEROTINAL BULLET (COST: 04 | DEFEAT: Launch Octopus, Chill Penguin)
This missile is extremely slow, but can be set as a trap.
ARM WEAPONS: ROCKET PUNCH TYPE
==============================
• GO-GETTER RIGHT (COST: 06 | DEFEAT: Spark Mandrill)
A rocket punch sends your fist flying to teach enemies a lesson.
• SPOILED BRAT (COST: 06 | DEFEAT: Spark Mandrill & Launch Octopus)
Though lacking in power, this rocket punch offers intense speed.
• EGOTISTIC PILL (COST: 12 | DEFEAT: Spark Mandrill & Armored Armadillo)
This punch can pierce enemies and objects, but can be stubborn.
• GOLDEN RIGHT (COST: 20 | DEFEAT: Spark Mandrill & Launch Octopus)
Though suffering from a short range, this weapon is among the strongest.
• INFINITY GIG (COST: 16 | DEFEAT: Spark Mandrill & Chill Penguin)
Advanced homing technology can be difficult to get a handle on.
SHOULDER WEAPONS: CANNON TYPE
=============================
• FRONT RUNNER (COST: 02 | DEFEAT: N/A; Initial Equipment)
This cannon not only offers power, but can be aimed up and down.
• TRIDENT LINE (COST: 06 | DEFEAT: Sting Chameleon)
This weapon fires 3 rounds, but leaves you open for a moment.
• FATBOY (COST: 20 | DEFEAT: Boomer Kuwanger)
The most powerful cannon around, it consumes a lot of energy.
• FIRE MURRAIN (COST: 08 | DEFEAT: Flame Mammoth)
This weapon spreads explosions on contact, damaging lots of enemies.
• LONGSHOT GIZMO (COST: 14 | DEFEAT: Storm Eagle)
This cannon fires 5 shots at once, but leaves you open to attack.
SHOULDER WEAPONS: LASER TYPE
============================
• CERBERUS PHANTOM (COST: 06 | DEFEAT: Sting Chameleon)
Not as powerful as other weapons, this laser fires in 3 directions.
• NERVOUS GHOST (COST: 08 | DEFEAT: Sting Chameleon, Flame Mammoth)
This laser can be aimed with the up and down directional buttons.
• RISING SPECTER (COST: 18 | DEFEAT: Sting Chameleon, Flame Mammoth)
It cannot be aimed, but its wide shape covers a large area.
• STRAIGHT NIGHTMARE (COST: 14 | DEFEAT: Sting Chameleon, Storm Eagle)
Though slow, this laser can burn through multiple enemies in a row.
• NECRO BURST (COST: 28 | DEFEAT: Sting Chameleon, Launch Octopus)
Use up all your energy at once to unleash a powerful energy burst.
SHOULDER WEAPONS: BOOMERANG TYPE
================================
• METAL CRESCENT (COST: 04 | DEFEAT: Boomerang Kuwanger)
Use the directional buttons to aim this weapon that fires 3 cutters.
• QUICK HOMESICK (COST: 04 | DEFEAT: Boomerang Kuwanger, Flame Mammoth)
This cutter travels in an arc like a boomerang. Use it to pick up items!
• PARASITE SWORD (COST: 06 | DEFEAT: Boomerang Kuwanger, Chill Penguin)
Fires cutters that grow as they fly and can pierce enemies.
• TWO HEADED SLASH (COST: 06 | DEFEAT: Boomerang Kuwanger, Launch Octopus)
This specialized weapon unleashes 2 cutters at once.
• MAROONED TOMAHAWK (COST: 12 | DEFEAT: Boomerang Kuwanger, Armored Armadillo)
This long-lasting weapon spins in place and goes through objects.
LEG WEAPONS: NAPALM TYPE
========================
• BUMPITY BOOM (COST: 02 | DEFEAT: N/A; Initial Equipment)
This powerful leg weapon launches hot napalm, but leaves you open.
• RUMBLING BANG (COST: 12 | DEFEAT: Spark Mandrill)
This napalm sports a wide horizontal range, but cannot attack upwards.
• SPLASH HIT (COST: 08 | DEFEAT: Launch Octopus)
This napalm can attack foes above, but has a narrow horizontal range.
• TERRITORIAL POW (COST: 04 | DEFEAT: Armored Armadillo)
Though offensively weak, this napalm destroys some enemy shots.
• BANGAWAY BOMB (COST: 10 | DEFEAT: Storm Eagle)
This napalm travels along the ground, laying a path of fire.
LEG WEAPONS: ENERGY BALL TYPE
=============================
• DEADSTAR HUG (COST: 04 | DEFEAT: Armored Armadillo)
Unleash balls of energy which bounce once when contacting walls.
• PEACE OUT ROLLER (COST: 06 | DEFEAT: Armored Armadillo, Spark Mandrill)
This ball of energy splits into two upon contact with the ground.
• SWORD BOUQUET (COST: 16 | DEFEAT: Armored Armadillo, Flame Mammoth)
Unleash a wave that follows the ground and stops at walls.
• HOT ICICLE (COST: 10 | DEFEAT: Armored Armadillo, Sting Chameleon)
Send destructive energy upward in areas with ceilings.
• STUBBORN CRAWLER (COST: 12 | DEFEAT: Armored Armadillo, Boomerang Kuwanger)
This energy ball travels over terrain, but uses much energy.
LEG WEAPONS: FLAMETHROWER TYPE
==============================
• WILD HORSE KICK (COST: 06 | DEFEAT: Flame Mammoth)
Shoot jets of flame from your leg. Strong, but not energy efficient.
• DRAGON'S WRATH (COST: 08 | DEFEAT: Flame Mammoth, Storm Eagle)
A long-range arcing flamethrower useful against far away enemies.
• GREEN-EYED LAMP (COST: 10 | DEFEAT: Flame Mammoth, Sting Chameleon)
Powerful, but with a short range, this weapon consumes much energy.
• SEA DRAGON'S RAGE (COST: 12 | DEFEAT: Flame Mammoth, Chill Penguin)
This powerful flamethrower can even be used underwater.
• BURNING DRIVE (COST: 16 | DEFEAT: Flame Mammoth, Boomerang Kuwanger)
Create a powerful ball of flame using nearby oxygen as fuel.
EXTRA PARTS (ARMOR)
===================
• FROZEN CASTLE (COST: 00 | DEFEAT: Chill Penguin)
By utilizing a thick layer of ice, this armor reduces damage by half.
• SPEED DEVIL (COST: 00 | DEFEAT: Storm Eagle)
A layer of atmospheric pressure adds speed by reducing resistance.
Remember that Vile's weapons requires a bit more planning on the player's part.
Vile can only, of course, have one weapon equipped at a time, and the game
makes you think about what you're doing by requiring that you trick Vile out
before entering any given stage, so once you accessorize him, you can't change
out your selections until you're back at the Stage Select. Choose wisely, as
Vile's game is harder overall anyway.
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== 7. CENTRAL HIGHWAY STAGE:
============================
The introductory stage of the game takes place on the familiar highway setting
from MMX1. As either X or Vile, you must battle your way to the end where, dep-
ending on your character, you will face a different boss.
============
PLAYING AS X
============
The highway stage is very straightforward. Just run forward and take out the
spiked wheel and missile-shooting mechaniloid. Jump over the pit and take on
the gauntlet of flying mechaniloids. You'll deal with a few more missile-
shooters here too. Keep running forward past the enemies to eventually reach
the first Bee Blader. It takes too much time to waste charging up here, so I
recommend just rapid-firing it to death. Watch out for the walkers it drops
as well as the missiles, and you'll defeat it. Climb up the wall after it
crashes to the ground, take out the next two walkers, and you'll face the
second Blader. Take this out the same as the first, and move on. After the
next gap, you'll face a spiked wheel and some wasp mechaniloids. Deal with
these while navigating the treacherous cracked flooring, and move on to the
right to encounter some different flying mechaniloids. Keep heading on through
and you'll encounter some runaway cars. Destroy them, and move on past the
gas station in the background. Destroy three more cars here, and you'll be
able to proceed onward. Just ahead, the Death Rogumer will drop down, and Vile
will show up for a fight.
== BOSS ENCOUNTER: VILE ==
--------------------------
Wow, a real boss battle this time? Players of Mega Man X8 will recognize the
style here - you have to hit Vile directly to damage him (his Ride Armor is
impervious to your attacks). Vile has only a few attacks at this stage of
the game.
- Dashing: This is simple. Vile will dash and attempt to punch you. There is
really no way to avoid this unless you have the Foot Parts.
- Punching: Just what it says. Vile rears back and plants one right in your
face.
- Electric Shock: Vile fires a ground-based energy attack that freezes you to
the ground. He often follows this up with a punch attack.
- Jumping: Vile will jump to avoid your fire.
All it takes is four charged shots in both Normal and Hard Mode to defeat him.
Just be wary that he inflicts more damage in Hard Mode. Hit him, not his Ride
Armor, to defeat him.
Once you do take him out, Vile will seize you anyway, Zero will rescue you,
and after a conversation with the Hunter Navigator, you'll move onto the Stage
Select.
===============
PLAYING AS VILE
===============
Vile starts off in the same area as X. Run forward to engage a few pickaxe-
throwing mechaniloids. Dodge their fire while you blast them, then run past
the ground-pounding mechaniloids. Stay a safe distance from the megatortoise
as well, while hammering it with your Machine Gun Arm. Fight a few more of the
ground-pounders and you'll eventually reach the first run-in with a Bee Blader
mechaniloid. I prefer taking it out with the Machine Gun, but you can opt for
up-close fighting with your shoulder cannon as well. When it's almost dead,
lob a few of your Bumpity Boom napalms to finish it off, then move on. Grab
the energy pellet down the pit if you need it, destroy another pickaxe mechan-
iloid, and move on to the second Bee Blader. Take this one down as well, and
move on. Just past the next pitfall is another megatortoise. Destroy it, and
you'll hit a fast-moving crash roader just further along. Hop over it while
blasting it, and move on. The section with collapsing floors follows, with
more pickaxe-tossers. Destroy them, and try to lob grenades at the last mega-
tortoise positioned rather awkwardly just ahead. Some more roaders, tortoises,
and flying enemies lie ahead. Once you reach the gas station part, just run
forward taking out the cars until you reach where X is.
== BOSS ENCOUNTER: X ==
-----------------------
X isn't a terribly hard challenge, though he does get the advantage of a full
life meter. He has only his Buster attack at this stage, so there's no real
point in listing out an attack dossier. He'll probably start off firing reg-
ular shots at you in groups of three. They're not too hard to dodge, but don't
make a practice of getting hit by them. By far, the grenades are the best
weapon to use. Toss them whenever X is just running around charging up his
Buster. Use your Gun on him the rest of the time, and X will eventually go
down. If fighting in Hard Mode, just be warned that X is faster and uses his
charge shot more often.
Of course, Zero shows up to rescue him, but oh well. After a quick dialogue
sequence with Sigma, you'll move onto the Stage Select.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
==============================
== 8. PROTOTYPE WEAPONS PLANT:
==============================
Taking on Flame Mammoth's level first means more hazards from the lava flows
and eruptions in the middle part of the level. X should come here first because
he gets the Foot Parts here. Vile can come here when it's safer after defeating
Chill Penguin. However, both walkthroughs are written as if it's tackled before
Penguin is defeated.
============
PLAYING AS X
============
=> LIGHT CAPSULE: FOOT PARTS
============================
Before you start across the catwalks over the lava, turn back to the left
and jump up into the small alcove where the Arm Parts was in the SNES
version (you don't need the Foot or Head upgrade this time) to find the
capsule.
=> HEART TANK
=============
On the bottom-most part of the catwalks, near the right-hand wall, the
Heart Tank is sitting on the lava. You'll have to probably sacrifice a
life to get it now, or you can come back after Chill Penguin's been
defeated and grab it safely.
=> SUB TANK
===========
You'll need the Head Parts to get it this time. Work your way up all the
catwalks, heading as far left as you can. When you reach the left-most
one with the Metools and the 1Up, take a dash jump off to the left to
reach a small alcove with some head blocks. Break through them and climb
up to grab the Sub Tank.
== BOSS ENCOUNTER: FLAME MAMMOTH ==
-----------------------------------
Flame Mammoth can be a bit tricky as the first boss, due to the lack of Storm
Tornado, the fact that his room is smaller, and his increased jumping height
and distance abilities. Overall, he has four attacks:
- Oiling: Flame Mammoth shoots globs of oil on the ground. These aren't dan-
gerous by themselves, but can be if they're ignited by the next attack.
- Fire Wave: He'll spout bursts of flame over the room. They can deal massive
damage if they hit any puddles of oil.
- Press: This is simply his jumping attack. He'll stun you if you're not in
the air when he lands, so try to jump before he does.
- (HARD MODE ATTACK) Blue Fire: Mammoth will create sparks of blue flame that
rocket up towards the ceiling. This can be especially bad if the conveyor
belt is moving your direction. You can attempt to dash jump over the sparks
before they blossom into full bursts.
Even without the Storm Tornado, he's not that difficult. Simply charge up the
X-Buster and pelt him with charged shots whenever you can. You'll eventually
take him down.
===============
PLAYING AS VILE
===============
Vile gets a present early on in the stage - some Ride Armor! Hop in, and blaze
through as fast as you can until it self-destructs. Rush past the conveyor
belts in the first section while defeating the scrap robots and megatortoises.
After you clear this section, drop down the first pitfall and move on to the
right. This section can be pretty dangerous with all the lava eruptions and
multiple enemies, so move cautiously. Run past all the pickaxe mechaniloids
until you reach a set of ledges leading upwards.
=> HEART TANK
-------------
This is pretty much where the Sub Tank is in X's stage. Climb up all of the
ledges filled with pickaxe robots, and head left. Jump off the ledge and
grab the wall, then climb up into the small alcove where the Heart Tank is.
Head back down and proceed to the right. Destroy the cannons, climb up, and do
the same for the next vertical stretch. If you're a bit low on health, take
some time in the next section to farm health from the scrap robots before
moving on past the rest of the compressors. Clear the three compressors, then
drop down to reach the final stretch of the level. This part is mostly similar
to X's section, except the knight enemies are placed differently, some Metools
and pickaxe-throwers are here, and there are some megatortoises to contend
with. Work your way carefully past the onslaught, sticking to the top route
whenever possible, and you'll eventually reach the boss gate.
== BOSS ENCOUNTER: FLAME MAMMOTH ==
-----------------------------------
Fighting Flame Mammoth isn't altogether different from fighting as X, except
you have no dash attack. Instead of dash jumping over him, you will have to
drop down and run if you don't want to get hit by his jumping. Mammoth still
has the same attacks, though:
- Oiling: Flame Mammoth shoots globs of oil on the ground. These aren't dan-
gerous by themselves, but can be if they're ignited by the next attack.
- Fire Wave: He'll spout bursts of flame over the room. They can deal massive
damage if they hit any puddles of oil.
- Press: This is simply his jumping attack. He'll stun you if you're not in
the air when he lands, so try to jump before he does.
- (HARD MODE ATTACK) Blue Fire: Mammoth will create sparks of blue flame that
rocket up towards the ceiling. This can be especially bad if the conveyor
belt is moving your direction. You can attempt to dash jump over the sparks
before they blossom into full bursts.
Your default grenades are the best weapon for inflicting damage on him. Launch
and hit him when he's not stomping around or shooting flames, and you'll
soon claim victory.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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=============================
== 9. ABANDONED MISSILE BASE:
=============================
Chill Penguin's stage doesn't really remind one of a missile base, more like an
arctic research facility. Whatever. X's version is the one you're likely famil-
iar with, while Vile's is only slightly different.
============
PLAYING AS X
============
From the start of the stage, head to the right to run into some rabbit and
woodcutter mechaniloids. Defeat these and the wasps, and move on towards the
cave segment of this level. Drop down the staircase structure, destroying the
Batonton-like mechaniloids as you go. You'll also run into quite a few spike
wheel enemies here. Further along, you'll run into the start of a zig-zagging
section of ledges.
=> LIGHT CAPSULE: HEAD PARTS
----------------------------
You need the Foot Parts to break into the room this capsule is in. Climb up
the first wall of this section to find them, then dash-kick your way past
the blocks into the room with the capsule.
After exiting the capsule room, continue working your way up the platforms
until you reach the top. Climb up the short shaft to reach a higher level of
the cave, and proceed to the right to encounter more flying enemies and a
few ostrich-like mechaniloids. Work your way through this short garrison, and
you'll end up back outside. Hop over the tall obstructions and you'll find
some Ride Armor. Hop inside and dash-jump over the pit.
=> HEART TANK
=============
There's a small platform here sticking up out of the snow. Hop on top of it
with the Ride Armor, then double jump (first jump, then hit Up + X to launch
X out of the armor) to reach the top of the next cave. Head to the first
igloo structure and use the Fire Wave a few times to reveal the Heart Tank.
After you're finished here, continue heading across this part to reach the
last stretch of the level. Here there are a few snowball throwing enemies that
can create large snowballs if their projectiles hit the snow. Dodge and blast
them as you see them to avoid being struck. After you clear this area, you'll
be at the boss gate.
== BOSS ENCOUNTER: CHILL PENGUIN ==
-----------------------------------
The Fire Wave is the best weapon to use, and it cancels out any moves he was
in the process of executing. Penguin has five basic attacks:
- Shotgun Ice (Ground): He'll stay on one side of the room and fire 4 chunks
of ice at you. Staying on the wall makes avoiding this easy.
- Ice Penguins: He'll create two ice penguins as a shield from your attacks.
Sometimes this leads into the next attack:
- Snowstorm: When he leaps and pulls the ring in the center of the room, it'll
trigger huge gusts of wind that will blow you and any penguins in the room
to one side.
- Sliding: An easily telegraphed move, this one involves him sliding the en-
tire length of the room, and bouncing off the wall a bit. He's invincible
when doing this, so just dodge.
- (HARD MODE ATTACK) Aerial Shotgun: He essentially fires rebounding Shotgun
Ice shots when he's leaping about. This can make simply dodging him quite a
bit tougher.
The Fire Wave is best because Penguin seems to have no invulnerability when
preparing to slide this time, so you can almost just stand there with the Fire
Wave active (it'll run out faster, though). Basically just pelt him with that
or charged X-Buster whenever you can. The only thing that makes him tough is
the Hard Mode fight, where you have to contend with the ricocheting Aerial
Shotgun attacks.
===============
PLAYING AS VILE
===============
=> HEART TANK
=============
To get this one, proceed through the ice cave, defeating the ride armor
mechs until you get to the other side. Climb up the wall, destroying the
snowball throwers and grab the Ride Armor. Dash jump back to the left
and dash past the two dragonfly igloo structures. Continue to the left
and drop down. Punch the first igloo you saw after exiting the long
cave with the flamethrowers and ostriches to get the Heart Tank.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
==================================
== 10. ELECTROMAGNETIC POWER PLANT:
==================================
============
PLAYING AS X
============
It's important to remember that this stage can change conditions based on
whether or not Storm Eagle has been defeated. If he's been beaten, the floor
traps in the first part of this stage will be gone, but the rest of the stage
lights flicker on and off as a result of the damage done by Eagle's airship.
Even in the darker parts, you can still see outlines of ledges and things,
so it won't be terribly hard. Anyway, the first part of this stage is a pretty
straightforward path of ladders and platforms. The only enemies in this
section are the missile launchers, and they can be blasted with only a few
charged shots, and dodging their attacks is easy. Eventually you'll come to a
place where one of the ladders leads downward, and another upward.
==> SUB TANK
============
If you have the Boomerang Cutter, take the lower path and lean against the
wall that you can see the Sub-Tank. Jump up and use the Boomerang Cutter to
nab it.
The next area involves total darkness, except for the occasional fly-by of a
firefly robot that lights the path. Make your way across all the pitfalls, and
destroy the ostrich mechaniloid at the end. Once you reach the end of this
section, head down the ladder and into the next chamber to find the mini-boss,
Thunder Slimer. The Fire Wave works well until you run out, then you can just
supplement with regular Buster fire. If Eagle hasn't been defeated, this boss
sports a nasty electrical blast attack; if Eagle has been beaten, then the
attack will just go *poof*. Dash to avoid getting stuck in the puddles he
creates, and finish him off to advance. The next section is a staggered area
full of crash roaders and stationary cannons. You might take a few hits here,
but it won't matter.
==> HEART TANK
==============
After you climb up and defeat the megatortoises, stop when you see the lad-
der leading downward. Climb up the right-hand wall until you see the Heart
Tank sitting on the ledge. You'll need the Boomerang Cutter to get this one,
as the length of the ledge has been extended and you can no longer reach it
with a dash jump.
Go down the ladder, and traverse the section filled with more roaders and
megatortoises. Defeat them and climb up to reach another short firefly-filled
area. Make it through here and past another ostrich, and you'll reach the
boss gate.
== BOSS ENCOUNTER: SPARK MANDRILL ==
------------------------------------
Goodness, they've gypped him even more than before. Mandrill has zero invinc-
ibility time now, so as X, you have no excuse to even so much as take a hit.
Mandrill has three main attacks, should you choose the non-cheap way of
fighting him.
- Electric Spark: Mandrill will hit the ground and send massive sparks that
travel along walls at you. He'll do this up to three times in a row.
- Swinging: He'll leap and grab the cables at the top of the room, and swing
across them. Dash under him to dodge, but he'll try to land on you.
- Dash Drill: Bringing meaning to the last five letters of his name, Mandrill
transforms his arm into a massive drill and screams across the room at you.
He's invincible while performing this to all attacks except the Shotgun Ice.
He doesn't really seem to have any specific Hard Mode attack; I think he just
inflicts more damage and his attacks come faster. Just hit him with the Shot-
gun Ice as soon as he breaks out to continually freeze him for an easy win.
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
This is the same location as X's version, but you'll need to grab the Ride
Armor sitting nearby and make a dashing-eject jump (dash jump with the
armor, then eject from it) to grab the ledge that the Heart Tank sits on.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=========================
== 11. ENERGY MINE RUINS:
=========================
============
PLAYING AS X
============
At the start of the level, there is a wheeled cart. If you take it, you will
destroy the enemies in your path, but get flung off when it comes to an abrupt
stop at the end, falling down a pit. A well-timed jump can let you soar over
the enemies and be fine, sustaining no injuries. You'll also find the classic
1-Up Batonton hanging from the ceiling in the same location as it is in the
SNES version. Once you make it through this section past all the bat mechan-
iloids and the ostriches, you'll reach a pit you can drop down. Be careful,
as the minute you drop, a Moleborer will start up.
==> SUB TANK
============
Drop down and let the Moleborer drill past you, then run to the left where
it was parked to find the Sub Tank.
==> HEART TANK
==============
Simply destroy the second Moleborer before it carves through all of the
rock in order to reach the Tank. It sits on a ledge high up that you can't
reach if the borer reaches the spike pit.
== BOSS ENCOUNTER: ARMORED ARMADILLO ==
---------------------------------------
Armored Armadillo's gotten a bit nastier overall. Unless you're packing the
Electric Spark, battling him is going to be a challenge, as he'll block your
attacks (most of them, anyway). He has five basic attacks:
- Rolling Shield 1: This is his regular, starting attack. He'll move around
the room in a fairly predictable pattern, and usually stop in the center.
He gets faster with this attack as you wear him down.
- Rolling Shield 2: This is a doozy to avoid unless you have some fancy foot-
work. He starts rolling around the perimeter of the room, increasing in
speed with each pass. He lands randomly, so it's difficult to accurately
pinpoint where he'll land.
- Plasma Blast: He usually does this directly after the Rolling Shield attack,
unless he goes right back into the rolling. He will fire small plasma shots
from his helmet, and continue to do so until you hit him, at which point
he'll generally resume one of his Rolling Shield moves. Drop down between
the shots and fire at him.
- Guarding: He does this only if you don't knock his armor off. Basically he
just brings his plates in front of him and deflects all of your attacks.
- (HARD MODE ATTACK) Rolling Shield 3: He curls up and starts ricocheting
around the room in completely random arcs, usually firing off plasma shots
at the same time. This move is very difficult to dodge.
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
This one requires at least some effort. While riding these platforms across
the expanse to the boss gate, try to stay towards the upper ones. Eventually
you will be able to barely see one hanging off to the right. Leap off and
grab this one to make it to the ledge where the Hadoken capsule sits in X's
game to find the Heart Tank.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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=========================
== 12. SUBTERRANEAN BASE:
=========================
PLAYING AS X
============
At the beginning of the level, there will be a few water glider and mega-
tortoise mechaniloids. While you're on the ground level of the water, your
Buster shots will line up directly with the water skippers, and there is
plenty of room to dodge the missile attacks from the tortoises. Once you get
into the deep water, a few sea horse robots will attack you. No matter how
many you shoot, they'll always respawn, so it's better to simply jump over
them and move on in the level. Eventually you'll meet a large submarine enemy.
It has a few basic attacks, which include missiles that can turn unpredictab-
ly, and a new ramming attack. Try to destroy the scope on top as quickly as
possible, as the sub will ram you if it spots you with its searchlight. You
also need to destroy the scope, since there's a new shield in front of the
sub's core which disappears only if the scope is gone. The other important
move this miniboss can use is water suction - it'll either pull you in or try
to blow you away, but this isn't too hard to get used to. Once you destroy
the sub, move on to where you'll encounter some fish mechaniloids. Try to
jump over them, or you'll get sucked in and they'll try to drop you on the
nearby spikes. After you get past a group of these, you'll face a second sub-
marine. This is like the first one, only you have some precarious footing here
over some spikes. Jump instead of running to get away from the water suction
attack in this case. After you destroy this sub, you'll reach some cyclone
generators. The first one will lead you to a ledge with an energy capsule.
Collect it and move past the second generator to the third.
==> HEART TANK
==============
This is a fairly complicated one, in terms of just effort. First, you have
to ride the cyclone up to where the Cruiziler boat is floating. Hop on board
and blast the blue crystal with your weapons until it sinks. You'll have to
contend with missiles and flying mechaniloids, but this shouldn't be hard.
After the boat sinks, it'll crash through the floor and create a passageway
to an underwater chamber where another miniboss, an Utuboros, waits. Destroy
this by shooting either its head or its tail while it's swimming around. It
has an unpredictable pattern, mostly, so just try to compensate. After it's
destroyed, a hatchway on the right that leads to the Heart Tank will open.
Now head back to the left, and climb the wall to continue onward in the stage.
After a short segment, you'll reach another Utuboros. Follow the same strategy
here, except you'll have to deal with the mechaniloid burrowing under the
ground sometimes. Wait for it to resurface, then continue blasting it. Once
it's been defeated, you can move to the right again, where some more fish
enemies will be waiting. Defeat these and you'll reach the boss gate.
== BOSS ENCOUNTER: LAUNCH OCTOPUS ==
------------------------------------
Launch Octopus is noticeably easier in this game than he was the first time
around. His attacks are easier to avoid, and he likes sticking to particular
combinations as well. He has four basic moves:
- Homing Torpedo:
- Torpedo Spread:
- Energy Drain:
- Tentacles:
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
This is in the same location as X's game. Refer to the description above for
more detailed instructions.
Now head back to the left, and climb the wall to continue onward in the stage.
After a short segment, you'll reach another Utuboros. Follow the same strategy
here, except you'll have to deal with the mechaniloid burrowing under the
ground sometimes. Wait for it to resurface, then continue blasting it. Once
it's been defeated, start heading back to the left towards the first cyclone
generator.
==> SUB TANK
============
Ride the cyclone up to find some Ride Armor, then dash and dash jump your
way back to the right, and land atop the first pillar before you fought the
second Utuboros. Dash jump from here to the left, and eject from the Ride
Armor to grab the Sub Tank from the top of the water.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
======================
== 13. FORTRESS TOWER:
======================
============
PLAYING AS X
============
==> HEART TANK
==============
As you make your way towards the very top of the tower, stop before you
reenter the inner portion. The Heart Tank is sitting on a far ledge just
out of reach. You can try, if you have the Arm Parts, to use a charged
Shotgun Ice to reach it, or come back here after you've defeated Kuwanger
and grab it with the Boomerang Cutter.
===============
PLAYING AS VILE
===============
Start off climbing up the ladders while defeating the knight mechaniloids.
Further up, you'll start encountering megatortoises and wall cannons. Deal
with them as you continue your ascension. At the top, head right and nav-
igate your way through the barrage of trip-lasers. There's a ladder crawler
at the end, so destroy him and go up the ladder.
==> HEART TANK
=============
This one's can be a slight tad tricky to reach. As you near the top of
the lift, there's a lone spiked platform on the right-hand side. Jump
on top of it and quickly leap off to the left to grab the side of
another spiked platform that holds the Heart Tank.
==> SUB TANK
============
This is located where X's Heart Tank is. To get it, climb up to where you'd
get it with X, and use his Quick Homesick (Shoulder: Boomerang Type) weapon
to snag it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
========================
== 14. RECON BASE RUINS:
========================
============
PLAYING AS X
============
==> LIGHT CAPSULE: ARM PARTS
============================
Before entering the cave, dash jump off the ledge and grab the upper part
of the ceiling. Climb up to a new chamber and defeat the green guardian,
RT-55J (he's FAR easier this time) to reveal the capsule.
==> HEART TANK
==============
You can only get this if you've beaten Launch Octopus, which you should have
done by now. Before entering the cave, drop down into the water-filled hole
and use your wall kick to break some blocks leading into another chamber.
Stand on the ledge and dash jump across the gap to reach a ledge with the
Heart Tank.
===============
PLAYING AS VILE
===============
You start off in the same forest as X. Move forward a few paces and destroy
the grasshopper mechaniloid, but not the woodcutter.
==> HEART TANK
==============
Hop on the wood, and wait for the mechaniloid to chop it so it sends you
flying back to the left. As you pass behind the tree, jump up to grab the
Heart Tank (if you look closely, you can actually see it when you start the
stage). Alternately, you can jump from the start of the level and fire off
the Quick Homesick boomerang and nab it.
==> SUB TANK
============
Before you enter the cave, jump up to where X fights RT-55J, and grab the
Ride Armor. Hop in and head into the gave, holding down Triangle for the
spread attack. Dash past the pickaxe-throwers and other mechas until you
see a hole leading up into the ceiling. Stay under it, then jump, and hit
Up + X to jump out of the ride armor so you can reach the Sub Tank. You can
also get this with the Quick Homesick if you stand just to the right of the
gap in the ceiling, and fire it off at the peak of your jump, in case you're
not proficient with Vile's gimped use of Ride Armor.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
========================
== 15. NEW-TYPE AIRPORT:
========================
============
PLAYING AS X
============
==> HEART TANK
==============
Ride the lifts all the way to the top, then dash jump off to the left from
the highest and left-most point to land on the ledge where the Heart Tank
is.
==> SUB TANK
============
As you cross to the next platform, shoot the turret on top of the lift to
destroy it. Ride the lift up to the large control tower, and break the glass
to get inside. Destroy the enemies in here, and the Sub Tank will be sitting
on the far-right side.
==> LIGHT CAPSULE: BODY PARTS
=============================
This is located in the same place as the Head Parts in the original game.
After the midpoint of the level, past the section with the hovering lifts,
climb up the long tower and drop down on the other side into a new area.
Use your Head Parts to break into a protected area, and the capsule will be
sitting there on the other side.
===============
PLAYING AS VILE
===============
==> HEART TANK
==============
Grab one of the moving lifts, and climb up to the large control tower. Don't
break the glass; instead, climb up to the roof and head left where you'll
find the Heart Tank.
==> SUB TANK
============
This one is, in my opinion, needlessly difficult to get. First, start from
the location of the Heart Tank and grab the Ride Armor. Now, within the
32 seconds allotted to you, dash as quickly as you can across the hovering
lifts to try and reach the other side where the fuel tanks are on a lower
part of the ledge (just after the stage midpoint). You must get the Ride
Armor to detonate here so that it explodes the fuel tanks and reveals the
Sub Tank.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
======================
== 16. SIGMA PALACE 1:
======================
Sigma's palace is where we start changing things up a bit. In fact, for both
characters, the entire layout is slightly different than the original game.
PLAYING AS X
============
You'll touch down on the outer perimeter, which is guarded by a multitude of
flying and megatortoise mechaniloids. Use the Storm Tornado in all its over-
powered goodness to make things easier. Once you reach the end, however, the
layout of the stage changes drastically. In the old game, you had to travel
across some flying platforms to reach the upper area of Sigma's fortress.
Instead, the fortress just begins as you travel a bit underwater through a
brief section reminiscent of Launch Octopus' stage (so guess who we're going
to fight?). After dealing with some seahorses, it's time once more to square
off with one of the submarines mini-bosses. Destroy the scope to get rid of
the shield, and jump out of the suction stream. You have very little safe
room, so be careful here. After you defeat the sub, you'll have to deal with
some more suction fish mechaniloids. And to top it off, another encounter with
our favorite water-dwelling Maverick, Launch Octopus. Let him have it with the
Boomerang Cutter to destroy his tentacles, then put him out of his misery with
the Rolling Shield.
What happened to the part with Zero? Bah, we'll get to that later. The next
part will be familiar, although it's been heavily modified. It's the trek up
the long vertical tower towards your rematch with Boomerang Kuwanger. The
enemies are more plentiful, and there are a few electric fields to contend
with as well. Make your way up cautiously, as enemies respawn very quickly.
Once you reach the top, head through the door, and torpedo the renegade beetle
to death again. The last part of the stage is the same - simply pound your way
through the gauntlet of Metools, spiked wheels, and flying mechaniloids to
reach the boss gate. Inside, a slightly less-hectic battle with the spider
guardian, Bosspider (they changed his name, too?), awaits you.
== BOSS ENCOUNTER: BOSSPIDER ==
------------------------------
Bosspider is surprisingly easy in this game. The Shotgun Ice is your best bet,
since it moves very fast, and the boss' weakness is ice anyway. In terms of
attacks, Bosspider's repertoire isn't that advanced. In fact, he only has two
real moves:
- Crashing: Bosspider will string a pattern together and attempt to land on
you. This isn't terribly difficult to avoid - just dash back and forth in
the center until you identify which path the boss is taking, and then move
out of the way.
- Mini-Spiders: After taking some damage, Bosspider will sometimes drop four
small spiders for you to contend with. Dash jump over them and resume wait-
ing for the boss to expose his weak point.
Basically, watch the laser bars to see where Bosspider can go, and run back
and forth trying to predict where he'll, then hit him with the Shotgun Ice
when he lands and his eye opens. Unlike the SNES version, Bosspider doesn't
seem to noticeably increase in speed as he takes damage, so just repeat this
strategy until he's defeated.
===============
PLAYING AS VILE
===============
== BOSS ENCOUNTER: BOSSPIDER ==
------------------------------
Bosspider is surprisingly easy in this game, even for Vile. Pack the Distance
Needler as your default weapon - it not only works beautifully against most
enemies/bosses, but the boss is also weak to ice. Bosspider doesn't have a
very wide array of attacks, either, making this fight fairly elementary:
- Crashing: Bosspider will string a pattern together and attempt to land on
you. This isn't terribly difficult to avoid - just run back and forth in
the center until you identify which path the boss is taking, and then move
out of the way.
- Mini-Spiders: After taking some damage, Bosspider will sometimes drop four
small spiders for you to contend with. Dash jump over them and resume wait-
ing for the boss to expose his weak point.
Basically, watch the laser bars to see where Bosspider can go, and run back
and forth trying to predict where he'll, then hit him with the Distance Need-
ler when he lands and his eye opens. Just like in X's game, Bosspider doesn't
seem to noticeably increase in speed as he takes damage, so just repeat this
strategy until he's defeated.
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======================
== 17. SIGMA PALACE 2:
======================
Once again, the order that you face the bosses in is different from the SNES
Mega Man X. However, there are no stage differences here between X and Vile
except for the enemies that populate each area.
PLAYING AS X
============
Stage 2 starts really recreating the Maverick lair environments - the one you
start off in belongs to Armored Armadillo. Move through the first part, and
use a Storm Tornado to effortlessly break down a barrier in your way past the
first pitfall. Continue on down to reach some Ride Armor (after destroying
another barrier). Head to the right, then dash back to the left after one of
the bore drillers rushes at you. It'll land in a spike pit, so wait for it to
die before continuing on. Head right, blasting the barriers in your path.
Eventually you'll reach some more barriers, and another driller will come at
you. This one will very likely hit and demolish your ride armor, so quickly
get behind it and toast it with the Fire Wave to keep it from demolishing you.
Once it's out of the way, it's a short trek to reach where Armored Armadillo's
clone waits for a quick battle. Shock shock, and move on.
Just past the next door, we find the section that got cut from Stage 1, with
the hovering platforms over an expansive pitfall. Activate the Rolling Shield
and charge it up to make your life easier (the rocks on the cliff are spaced
further apart, so trying to climb up the cliff itself is far trickier than the
SNES game allowed for). Once you reach the top, head right a little bit and
gear up for a short rematch with Storm Eagle.
After demolishing the feathered fiend, it's a very short jaunt through a fire-
fly-filled area to the next hatch. As a player, you are awarded no points for
guessing who you're facing here.
Anyway, put Mandrill on ice, and move into the next area, which consists of a
fairly short vertical shaft occupied by some walker enemies and stationary
cannons. Defeat them while working your way upwards to reach the final boss
gate where Sigma's favorite wall-crushing mural - Rangda Bangda - waits.
== BOSS ENCOUNTER: RANGDA BANGDA ==
-----------------------------------
This boss has gotten a bit nastier, taking a cue from the X5 version almost.
The same pattern applies - destroy the parts of the face-like structure to
defeat it. Just watch out for the varied attacks the boss carries, and you'll
do fine:
- Red Eye (Energy Bullets): When the red eye(s) come out, they'll spray a
hail of bullets around the room.
- Green Eye (Fire Spread): The green eye sprays fire in a circular pattern,
and is fairly easy to avoid.
- Blue Eye (Homing): The blue eye is the worst, as it tracks you around the
room and crashes into you.
- Nose: The nose attacks when the walls close in. Just slide on the walls
while attacking, and don't drop off, or else you'll hit the spikes below.
The key to defeating this boss is to avoid the attacks from the eyes while
hitting them with the Chameleon Sting. Sometimes the eyes shield themselves
and can be hard to hit, but keep at it and you'll take them out. When the
eyes have taken enough damage, the walls will close in and you'll attack the
nose. If the eyes still remain after this phase, the walls will retract and
you'll go at them again. This will repeat, with the walls closing in slightly
if the nose is destroyed before all the eyes. Just keep blasting with the
C. Sting and you'll defeat it.
PLAYING AS VILE
===============
== BOSS ENCOUNTER: RANGDA BANGDA ==
-----------------------------------
This boss can be a bit more difficult playing as Vile, but pack along the
Nervous Ghost weapon and you'll have an easier time. Since it's the same boss
that X fights, the attacks that Rangda Bangda uses are unchanged, although
you'll need to alter your approach a bit.
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======================
== 18. SIGMA PALACE 3:
======================
The third stage follows the same pattern as the last two - three Maverick-themed
short stages, followed by a boss. Only this time, you'll run into Vile again,
and figure out why Zero hasn't showed up.
============
PLAYING AS X
============
This stage starts off similar to the staggered levels section of Chill Pen-
guin's level - mostly because you'll be facing Chill Penguin in just a bit.
Proceed past all the stationary turrets and rolling wheels to reach the
upper-right corner. Defeat a few Metools, and you'll reach the gate leading
to the rematch with Chilly. Toast him, and move on.
The next section is chock-filled with pickaxe-throwing mechaniloids and
megatortoises. Equip the Storm Tornado and use it to clear yourself a path
straight on through to the next gate, where a rematch with Sting Chameleon
awaits. Cut him down (literally), and move on into the flame-filled area
that just blatantly gives away the next boss. This section is just a short
vertically-laid out area of conveyor belts and scrap mechaniloid dispensing
machines. Avoid or destroy the hovering copter mechaniloids littered about as
well, and you'll soon reach the next gate, where Flame Mammoth is hiding.
Defeat him, and you'll move onto yet another veritable gauntlet of enemies.
This area is full of flying enemies, turrets, and spiked wheels. Employ the
same tactic as you did before with the Storm Tornado to easily clear out a
pathway. Keep moving to the right until you reach Zero's unconscious form. A
cutscene will ensue where X is captured - again - by... again, Vile. Zero
wakes up in time for some heroics, and pulls his self-destruct routine again.
He's blown backwards, and after some more conversation, it's time for the
showdown.
== BOSS ENCOUNTER: VILE ==
--------------------------
Vile behaves a little like his original form. All of his moves are intact,
including the dash that you can't use when playing as him. All in all, he has
only a few basic moves that he'll use:
- Cherry Blast: Vile's default Vulcan gets a lot of mileage here, as it stops
just about any attack you fire at him.
- Bangaway Bomb: Vile launches his scattering napalm whenever he overleaps an
attack of yours.
- Dashing: This doesn't constitute a real attack, but it's a move you never
get to play with. Just jump over him when he dashes at you.
- Scatter Laser: Vile fires a laser after a few seconds of charging up. This
is quite easy to dodge, since it doesn't go the width of the screen.
- Peace Out Roller: Vile's ground-based electric attack can easily catch you
off guard if you're not careful. Jump over it, but be prepared for Vile's
counterattack.
Vile is weak to both the Homing Torpedo and Rolling Shield, although the
latter does more damage. Keep shooting at him and dodging his attacks, and
he'll go down easily enough.
After Vile's defeated, a short dialogue sequence ensues where Zero cautions X
that Sigma is still out there (duh?). If you never got the Arm Parts from Dr.
Light, Zero will hand his over for you to use. After Zero passes away, just
head to the right to reach the boss gate.
== BOSS ENCOUNTER: D-REX ==
---------------------------
The big two-piece tank is back, and hasn't changed much at all.
===============
PLAYING AS VILE
===============
Vile's stage is laid out mostly the same as X's, though the staggered levels
at the start are a bit different. Proceed up the levels, defeating the cannons
and spiked wheels, and drop down past the knight mechaniloids. Move up a few
more sections and take out the three missile-launching enemies, and you'll
reach the gate leading to the rematch with Chill Penguin. Dodge his attacks,
and blast him until he's dead, then move on.
The next section has a few missile-launching enemies, and floating mechani-
loids as well as Metools. Defeat them along with the other few scattered
enemies, and you'll soon reach the boss gate where Sting Chameleon awaits.
Defeat him, and you'll move onto a flame-filled area that is laid out in a
staggered format similar to the first part of this stage. Make your way up the
levels while defeating the enemies, and you'll eventually reach the gate that
leads to your rematch with Flame Mammoth. Take him down, and exit the gate to
reach the final area. This section is chock-full of enemies, so use the
Marooned Tomahawk (why don't you have it equipped?) to make your life easier.
Once you're done, just run forward to meet up with the two Maverick Hunters
that are going to give it their best shot to try and stop you. Teach them
who's boss, will ya?
== BOSS ENCOUNTER: X & ZERO ==
------------------------------
This fight is quite fun, as X and Zero both take you on at the same time.
Sometimes you'll square off against one Hunter, and sometimes they'll attack
you cooperatively (this happens more in Hard Mode). Each Hunter has their
respective moves, so learn to avoid them by themselves and when they attack
in unison to come out on top:
- X's ATTACKS:
• Weapons: X will use his assortment of weapons, but mostly he'll stick to
the Homing Torpedo and Rolling Shield (charged). When his energy gets low,
he'll also used a powered up double Storm Tornado.
• Charged R. Shield: X uses this as a means of deflecting your attacks. The
Distance Needler or the Golden Right (preferred weapon for this fight)
will knock it down, though.
• X-Buster: X loves to run around and spam the trigger on his Buster. There
really isn't any defense around this.
• Charge Shot: X will occasionally stop to charge up. Hit him with a power-
ful attack to hopefully stun him out of it; otherwise just jump over the
shot if you can.
• Ultimate Buster: When X is the only one of the pair left, he'll go into
overdrive and rapidly fire fully-charged shots at you. Take him down quick
when he begins this move.
- ZERO'S ATTACKS:
• Guarding: Zero will deflect some of your attacks, but he's not very good
at guarding against rocket punch moves (hint hint).
• Z-Buster: Like X, Zero likes to fire his Buster, but he usually does it
after he's fired a charge shot so that you have a more difficult time
• Charge Shot: Zero's charge attack is slow-moving and very easy to dodge,
but it's his follow-up Buster attack that makes life difficult. If you're
going to get hit, get struck by his smaller shots.
• Dragon Kick: Zero will jump in the air and try to kick you with a very
cool-looking flaming kick. Too bad it's his easiest move to dodge.
• Rekkoha: If you defeat X first, Zero will power up and strike the ground,
causing beams of flame to erupt from the ground. This is a very difficult
attack to avoid.
- DOUBLE ATTACKS:
• Double Team: X and Zero will appear on opposite sides of the room and
trap you in the center. X will likely rapid-fire his Buster, while Zero
might get more intuitive with his moves (either charge shots or his flam-
ing Dragon Kick).
• Spiral Charge: X and Zero will teleport down on the same side and create
a powerful Buster shot that combines their two attacks. Wait until the
two blasts combine into the spiral, then overleap the attack.
Basically just avoid the attacks of the two Hunters, and strike them whenever
you have the chance. The Golden Right is the weapon of choice, as it breaks
Zero's guard, destroys X's Rolling Shield, and does very nice damage to boot.
Have a few Sub Tanks in reserve if things start to go their way, and you'll
eventually win. Unfortunately...
... It's Game Over for you as well. Despite the fact that you've won, you'll
be treated to a cutscene where, even after a savage beating, X STILL gets the
upper hand. Damn, and you had all those weapons, too. After Sigma talks down
to you, you'll die, and ... that's it. Save your game and play through again
in Free Play Mode!
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======================
== 20. SIGMA PALACE 4:
======================
Vile's game ends at Stage 3, so the only walkthrough and strategies here will
be for if you're playing as X.
PLAYING AS X
============
Music change aside, this stage is the same as it was in the SNES version. I
mean, what were they going to change? It's simply a vertical tower... Climb
up it, using the worm dispensers to refill Sub Tanks if you need them, and
head up for the final set of battles. Sigma and his pet wolf will confront
you, and after some dialogue, you'll fight Velguader.
== BOSS ENCOUNTER: VELGUADER ==
-------------------------------
Velguader behaves very much the same as he did in MMX1, and has only a small
repertoire of attacks:
- Ice Shot: Velguader fires off five shots of ice in arcing patterns. If he is
on the other side of the room, just cling to the wall to dodge.
- Fire Blast: Velguader will shoot a stream of flame that travels along the
walls in the room. Drop off the wall to avoid it.
- Wall Climbing: Velguader will leap from wall to wall attempting to crash
into you.
Zero's Buster seems to work better than X's, although that could just be
speculation on my part. In either case, just stay on the walls unless he
shoots the fire attack, then drop down and attack to cancel out his next move.
Drop if he starts to wall climb, and dash to the other side to avoid being
struck. If you don't have Zero's Arm Parts (why don't you?), use the Shotgun
Ice to stun Velguader.
After Velguader is put down, there's another dialogue sequence before Sigma
himself challenges you. And damn, X totally nails the emotion of the moment
with his dialogue. Bring it on, Cueball!
== BOSS ENCOUNTER: SIGMA ==
---------------------------
Sigma adds a couple of new moves to his attack patterns, but for the most part
is just as easy as he was the first time around. Learn to avoid his attacks,
and you can easily beat him without using a Sub Tank with a bit of practice.
- Saber Strike: Stay on the ground or somewhere near there, and Sigma will
attack with various saber strike combinations. He may simply slash, or lay
into you with a multi-hit attack.
- Wall Climbing: Sigma will leap from wall to wall like Velguader trying to
hit you. This is easy to avoid by dropping at the right time.
- Laser Shot: Sigma will laugh and fire energy shots from his head. There are
very easy to see safe spots, so just slide down between the shots.
- Ground Dive: This usually follows his wall-climbing move. Sigma will simply
dive straight down to the ground in an attempt to hit you if you get under-
neath him.
- Parry: Sigma's quite good at blocking your attacks if you're not shooting
him when he's in the middle of a move. He'll block your attack, and if he
does it at the right time, he can deflect it back at you.
Sigma doesn't add anything new if fighting him in the Hard Mode game, but his
attacks are stronger, and he takes less damage. Once again, the benefit of
Zero's Buster here is that it's a more powerful shot, and you have a far
greater chance of actually connecting with Sigma, and you can charge up fast
enough to get another half-shot in on him on his way down. Sigma's pattern is
very easy to follow. Stay on the walls to trigger either his Laser Shot or
Wall Climbing moves. Shoot him with charged shots or the Electric Spark as
he's leaping, then drop to the ground while staying against the wall, and his
Ground Dive attack likely won't hit you. He only attacks with his saber if you
actually stay on the ground, which isn't a wise move. Keep at it to beat him.
Sigma's not down for the count just yet. His body critically damaged, he
laughs at your skill, and summons his giant wolf-like machine to attack. The
body will pluck Sigma's head off and insert it into the control chamber in
the head. After another rather cool dialogue sequence, and a very cool ani-
mation where the machine busts through the back wall, the battle will begin.
== BOSS ENCOUNTER: FINAL SIGMA ==
---------------------------------
Impressive visuals this time around - Final Sigma is no longer just a wall-
papered background with a head, now the entire body comes forth from the
background. This form is more or less easier than it was in X1, but the
designers have compensated by making his attacks deadlier.
- Electric Wave: This comes in two flavors: Sigma either fires electricity at
the ground and charges the floor, or his paws move around and create floor-
to-ceiling bolts of lightning.
- Fire Spread: Final Sigma will launch a wave of fire from its mouth that
spreads across the screen.
- Laser Rain: This is a very easy attack to avoid. Sigma launches a blast from
his shoulders that creates vertical rays of energy across the room. Stand
under one of the claws to avoid it.
- Wall Charge (HARD MODE): Sigma will simply electrify the walls. This isn't
a good time to hang out on them.
- Ground Strike: Sigma's paws will strike the ground, sending shockwaves along
the floor. Stay on the wall to dodge.
Sigma's weakness is still the Rolling Shield, but if you got Zero's Arm Parts
in the last stage, you'll have an even easier time as the blast is huge and
the only time it misses is when Sigma's thrashing around. If using Zero's Arm
Cannon, just stick to the wall and slide down if the claws start shooting
lightning, and hit him in the head. If using the Rolling Shield, you'll have
to risk landing on the claws and shooting at the head. This method guarantees
more damage as Sigma uses his lightning attack if you land on his claws, so
you'll need to be fast. The head, again, is the only part that's vulnerable,
but aim for the blue glass covering Sigma's head to ensure a direct hit. After
a minute or so, Sigma will bite the dust and crash through the back of the
room, and you'll have beaten the game.
===============
PLAYING AS VILE
===============
You got killed in the last stage, fool. Play as X.
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=====================
== 21. BONUS CONTENT:
=====================
Mega Man: Maverick Hunter X has some nifty pieces of bonus content for you to
play around with. This section will go over the items you can unlock or other-
wise use to occupy your time away from the main game.
1. THE DAY OF SIGMA
As if boss dialogue and anime-style intros and endings weren't enough, by
completing the game at least once, you'll get the MOVIE option added to
the main menu, which lets you watch the 24-minute anime episode entitled
"the Day of Sigma", which gives some really beautiful backstory on the X
series. This episode depicts how Sigma finally turns Maverick, the events
leading up to it, and lots of other cool stuff, including some flashbacks
of X's involving Dr. Light! It's divided into four parts in case you don't
want to watch the whole thing through, as well. When the game is localized,
MMN will feature a transcript and story summary of the episode in our MMX
Resources!
2. MEGA MAN: POWERED UP DEMO
This is available from the start of the game, as the TRIAL option in the
main menu. This is a demo level from the upcoming Mega Man (1) remake, also
for the PSP. You can either play the Cut Man level, use Game Share to get
the Fire Man level, or return to the MHX menu. Cut Man's level has two
options - New Style and Old Style. Old Style is the NES level redone in
the new graphics style, but the stage layout and perspective is exactly
the same as the NES game (this means the perspective is set farther back,
and there are no level edits like in New Style). New Style is a closer
perspective, with very noticeable changes to the level design, such as
alternate paths. New Style also has three difficulty levels for you to
choose. If you have a friend with a PSP, you can do PSP to PSP connect-
ivity to unlock the demo level of Fire Man. Powered Up comes out in March
here in North America, so watch out for it - it's looking to be one heck
of a game!
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========================
== 22. SECRETS AND TIPS:
========================
The game has some nifty tricks and other items of note that are worth mention-
ing in this little section of the guide. Below you'll find some tidbits over
stage conditions, easy ways to fill up Sub Tanks, and info on both Zero's Arm
Parts and the coveted Hadoken Fireball powerup.
1. STAGE CONDITIONS:
Certain stages change their appearance, becoming less hazardous if another
has been beaten before it. They are as follows:
- Defeating Chill Penguin before entering Flame Mammoth's stage cools down
the lava, making it safer to walk on.
- Defeating Launch Octopus before entering Sting Chameleon's stage fills
the pitfalls with water, making it possible to grab the Heart Tank.
- Defeating Storm Eagle before entering Spark Mandrill's stage causes the
Death Rogumer to crash into the power plant, taking most of the power
offline. This makes it darker, but removes the floor hazards.
2. EASY SUB-TANK FILL (X):
Head to Armored Armadillo's stage after you have (a) defeated him and (b)
acquired the Arm Parts upgrade. Start at the beginning, charge up the Roll-
ing Shield, and run up and down the first ramp destroying the bat mechan-
iloids with the shield. They almost always drop health refills, so it makes
it very easy to refill your Sub Tanks in a very short period of time.
3. EASY SUB-TANK FILL (VILE):
This isn't so much an easy method, but it's fairly reliable. Just visit
Chill Penguin's stage and farm health from the walkers and flying robots in
the first part of the stage. They almost always drop health refills, it
seems, making it fairly easy to fill up your Sub Tanks. An even better
method is to equip the Rising Specter (Shoulder: Laser Type) and let it
blow up all the enemies on-screen, and just collect the items they drop.
4. ZERO'S ARM PARTS:
You can skip getting the Arm Parts upgrade from Dr. Light during Sting Cha-
meleon's stage in favor of something with a bit of extra kick to it, if you
can deal with making it all the way through Sigma's Palace levels without
the ability to charge your weapons. Fight through the levels, and when Zero
is destroyed, he'll give you his Buster before he dies. His Buster fires
the charge shot you see in the intro stage, which is a bit bigger than the
fireball spread that Light gives, and does extra damage to boot! (To see
for yourself, beat the game, then use Zero's Buster on the intro stage. It
murders Vile in two hits as opposed to the four that X's Buster takes!
5. HADOKEN FIREBALL:
I admit, I didn't expect Capcom to keep this one intact, but sure enough,
it's there, and they even made new artwork for Light in Ryu's karate gi! To
get it, first gather all the items in the game - 8 Heart Tanks, 4 Armor
Parts, 4 Sub Tanks, and defeat all the bosses. Now there are two ways to
actually get this, and the second way is the only method that works in
Free Play Mode. The first method is the same way as the SNES version - go
through Armored Armadillo's level, grab the energy capsule above the boss
gate, and exit via the hatch and repeat 3-4 times, making sure you have
full energy on the last attempt (your Sub Tanks must also be full). The
second method is simply to get a No Damage Clear in the level (this is
achieved easily by activating the charged Rolling Shield, and keeping the
shield in place while you spam the Storm Tornado on all the stage enemies).
In all of my tests, the capsule has always appeared on the first try if
I haven't taken a single hit. Once the capsule's there, talk to Dr. Light
to learn about the power that only a few have mastered, and step into the
capsule to receive the fireball power. After you get it, you can defeat any
boss in one hit (including Final Sigma - though this is far easier said
than done). Execute the move easier using the Analog stick by inputting
the same sequence used in Street Fighter: Down, Down-Left, Left, Attack.
Note that Lefts can be exchanged for Rights, depending on which way you're
facing.
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===============
== 23. CREDITS:
===============
This section is to acknowledge everyone that has helped out with updates to this
guide. It's small at the moment, but it has room to grow.
- MaverickHunter for some info on getting Sting Chameleon's items for Vile with
the Quick Homesick weapon.
- Troy Bradley for pointing out another (and far more effective) weakness for
Boomerang Kuwanger when using Vile.
- Chip Jarrard for doing the same for Storm Eagle (better weakness).
- Jeff Riedeman and Robert Tam for some more detailed methodology on acquiring
the last Sub Tank in Storm Eagle's stage (for Vile).
- Jason Laske for an alternate method of getting the Sub Tank from Octopus'
level using Vile.
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=========================
== 24. LEGAL INFORMATION:
=========================
This guide must always be shown in full form with credit given to the author,
and a link must be given to Mega Man Network (http://megaman.retrofaction.com).
Mega Man, X, Vile, Sigma, and all associated characters and games are copyright
to Capcom Co., Ltd.
================================================================================
--------------------------------------------------------------------------------